William Petersen, on 25 May 2012 - 02:35 AM, said:
Yea. I was absolutely happy about that. It was too good to be true, though.
Sparks Murphey, on 24 May 2012 - 11:49 PM, said:
It should also be noted that I don't generally have a problem with Clan players, excepting for the fact that the sorts of people who buy into the Clans being a great idea are frequently power-trippers who exult in being "special" because of a personal choice to label themselves as affiliated with a fictional society that would label them scum if it actually existed. There are, of course, plenty of good Clan players out there, but the "Clan" label throws a warning every time.
/sign
Sparks Murphey, on 25 May 2012 - 12:12 AM, said:
If you wanna RP, there's a fan fiction forum here. Go there are spout insults at the Inner Sphere. Heck, I'll join you. But leave the IC bile and rage out of an OOC thread about why real world people dislike the Clans.
/sign even more
I'm into roleplaying since ages. I've played in roleplay-enforced MUDs and enjoyed it. But everything in it's place, and puking around RP-based insults in a non-RP environment is one of the biggest key factors why some clan players are rightfully disliked. This results in a bad reputation for all clan players, even those who know how to behave, thus i'd advise to stop this behaviour.
Next to that, my main dislike stems from what the introduction of the clans did to the TT and which players they attracted. Basically the equation was: Clan = Munchkin, at some time at BT conventions you could really determine by their age, which faction they were playing. Age 14 or below was a guaranteed clan player while 20 or above was sure to be IS, with the area in between being a bit more mixed up, but still the younger the player, the more likely he was to play clans.
The dislike of the clan playstyle mostly was founded on how clans actually played on the field. Before the clans were introduced, BT was a game of position, flanking and generally outmaneuvring the opponent, already on a one on one and even more when several mechs were fielded on either side. Clan fights, per definition, were always one on one. In the unlikely case that the clan players did actually read the lore and followed it, instead of just seeing that clans have the better gear and thus choosing them, even fights with several machines on either side just split up into seperate duels without any connection to each other.
To make matters even worse, people at BT conventions were easily able to distinguish between a duel on IS or clan side even from quite some distance, even without being able to recognize the mechs used, but only seeing their positions on the field. If it was an IS fight, the mechs were moving around, clan fights regularily used the "highly sophisticated" tactics of both mechs standing still and hoping to be the first one to deliver the deciding headshot. Some people developed the bias that young players would simply be unable to understand tactics, but after just a few testruns i had to find out that the no-brain-used "tactics" of stand and deliver indeed was favourable to any more dynamic fighting style on most of the commonly used clan mechs.
Since the IS equipment (despite also having some issues, e.g. ACs vs. any energy based weaponry) encouraged different fighting styles, the introduction of the clans was a clear and painful downgrade of the TT game. It also was observed that IS players regularily were able to just grab a clan machine and compete well with clan players. (Although i found it too easy and thus boring. ) On the other hand, when a clan player attempted to participate in an IS match, he usually was outmaneuvered and torn to pieces in no time.
And this is why i personally disliked the clans the most: clan tech bred bad players. The same players would have learned how to play well with IS gear, but clan equipment prevented them from ever learning a more versatile fighting style.
Edited by Sylow, 25 May 2012 - 02:50 AM.